Warhammer Fantasy Mod 2.0

makes it fun when there a barb camps are in mountains ... them pesky skeletons and spiders can move anywhere ... IIRC the non-human workers have defence stats ...

My stratergy is to stack workers so you build a mountain road in one turn ... bombard the barb camp to red line and have military units ready to defend as soon a road built to protect the mining process ...

I also build the wonder that auto-spawns dwarf miner because that unit has attack and defence enough to cleanse barbs
 
I am playing the Dark Elves (playing WH-civ for the first time) And Elven wokers - can't cross mountains. Therefore, elves can't touch any mountains. A big handicap there. I have played lot's of Warhammer and this isn't so logical.
And why should you be able to use the rescources from it? That means the citizens are working ON the mountain.

I didn't see they were "Wheeled" in the rule-editor for WH.

HOW CAN I TURN THIS THING OFF. I want all units to pass mountains (And get rid of the spiders there as well)
 
Elven workers can pass mountains.
The wheeled thing is marked in the lower left corner on the units page in the editor. Make a backup copy, for if when you screw up. ;)
 
The easiest way to mod out the "no mountain walk" feature of WH mod is to edit the terrain and let wheeled units enter the mountains.

As Mrtn said, elven workers SHOULD already be able to cross mountains. I checked in the editor myself, and they are definately NOT wheeled units.
 
OK guys I made a bad mistake! :rolleyes:

I thought I had try to cross a mountain with the worker and therefore something was wrong. Now I see the good reason with it. You should have to put some effort innto those mountains to benefit from their rescources and defence as well as it is realistic. :)

The game is totally awsome :D
I'm not going to play normal civ for a looooooong time. Everything is better with it than conquest-civ (although the historical scenarios are interesting)
I have played warhammer for a while, and although I have a huge Orc&Goblin army at home, I prefer the Dark Elves now.
 
Recently finished a PbEM game on this.

The large map we used was pretty sparse with just eight players (2 human and 6 computer). We both ended up with human tribes (on random) and it worked out pretty well.

Clearly a huge amount of work has gone into the mod and it plays really well. The lack of rail roads was a nice touch. Made the troop movements and positioning much more important and also lead to a lot of troop movements by sea.

Dragons were a great laugh and the way the spells was done was really cool. We never missed the lack of governments either.

Thanks EmbryoDead for the mod and to everybody else who contributed such great graphics.
 
Hi there
This is a Warhamer Version 1.0 scenario

Version 2.0 is NOT supported because you need many files from the techchoser folder which are not there in Warhamer 2.0. And because I can upload only 500k I can't provide them for you.

Lord of the Rings:

before you can start you have to do some things:
1. unzip - should create the LOTR2_3c.biq and a folder WH2LOTR which is needed.
2. copy any flic (for Rohan) and call it: powys_ancient.flc
3. copy another flic and call it powys_medieval.flc
(the reason is, that this file was in Version 1.0 of Warhammer, but not so in Version 2.0)
4. copy balrog files into unit folders:
- eye of sauron
- forge of the ring
5. copy halflingmarksman files into unit folder:
- Frodo Baggins
6. copy urukhaiberserker files into unit folder
-uruk-hai (and rename them to uruk-hai.flc)
7. eventually copy the medieval units from your ptw / extras folder to the WH2LOTR folder

Sadly I lost my civilopedia to an accident. So everything I've written about the changes in game mechanics is lost. yeah I know how that sounds, but it's true.

The most important info to know:

- Frodo can make stealth attacks against Forge of the Ring (which is one of two king units of Mordor)
- Mordors's Eye of Sauron is invisible and very strong, but can't move. One of them "protects" the Forge of the Ring, which can't move neither.
- there are 3 "Sauron" kingdoms: Mordor, Dol Guldur, Angramar.
- Angramar and Mordor can catch barbarian workers to get slave units (in the beginning).
- Sauron-Kingdoms need the warpstone to build very strong wonders. The other players can't see the warpstone.
- there are 3 alliances: Isengart, Eastlings / Sauorn + Orcs / The Good Guys
- the alliances increase trading - therefore research is slowed.
- the money system is a bit different than the original: 1.5 x earn and 2 x cost, decreases problem of 20 unit-armies - at least that's the idea.
- many little things like stronger spiders, mountainwalk for some units etc.
- most civ's have got 1-2 hero units in the beginning - use them wisely! (not the king units)
- culture: not things like temple, but city walls, barracks give cultural points. The idea behind this is to reflect the influence that a strong city has on the landscape. Religion may be needed to keep people happy, but most pawns would prefer to flee into a well defended city in times of battle.

have fun.
 

Attachments

Um... has anyone heard from Embryodead? The last post in this thread from his was on March 13.
 
Another newbie question! Sorry, i MUST skip all this threads here, it would cost me too much time to read threw! :D I have got an installation error - some wav.-datas cant be loaded to the unit section (something like fire.wav) and than the installation is "completed". I didnt get behind it, where to start the MOD anyway.. just like i would start a normal CivConquest game, right? Praise everyone, who is able to help me! :worship:
 
This may be a silly question, and perhaps one that is answered deep in the bowels of the thread - but presumably an updated version of this is planned, using all the splendid units that aaglo has been doing. Does anyone have any idea when such a thing would be done?
 
Plotinus said:
This may be a silly question, and perhaps one that is answered deep in the bowels of the thread - but presumably an updated version of this is planned, using all the splendid units that aaglo has been doing. Does anyone have any idea when such a thing would be done?
As I said...
mrtn said:
Haven't seen him online for at least a month. :(
 
The error is "WH2\Art\Units\Spell 3 \Fire3.wav This file contains invalid data (error 21FC)" So the download must be corrupt. Any other download locations avaible? mrtn@ there is no readme file, the installation doesnt reach that "status" only the leader-pics and units.
 
I have a problem with the war hammer patch in that whenever i conquer a single city of a rival civilization it destroys their entire civ... makes the game a lil too easy... any suggestions on how to fix this bug?
 
Sounds more like Elimination. :) Make sure both Elimination and Regicide are turned off when you set the victory conditions upon starting a new game. It's in the box below where you choose your faction.
 
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